
ELITE 3
(B.Kladov. Novosibirsk)
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Today, in the second issue of our magazine, we finally accomplish what we have been waiting for from SPECTROFON (the only publication claiming the title of "central") - the publication of the Novosibirsk version of ELITE 3, created by one of the great hackers and authors - Vladimir Kladov. But that's not all. We are publishing a nearly official (Novosibirsk) description of this game. Although it describes version 2, as many probably already know, version 3 simply fixes some bugs. In turn, we present to your attention a slightly improved (naturally by us) version. Here are the differences from the original: - the ability to work on any brand of drives (both TEAC and 5313, ...) and on any devices (whether on drive A, B, C, or D). Moreover, the main advantage of this version (the reason why all this was done) — is the normal operation on SCORPIONs — the original had such sophisticated protection that on the aforementioned SCORPION the program hung during the loading stage. Otherwise, this is 100 percent ELITE 3.
We would like to say a few words about the history of our publication. We will not touch on the question of why "SPECTROFON" did not print this description. Instead, let us tell you how it came to us. It came to us through a pirate means — from an issue of "ZX-Revю" from 1993. But "piracy" is not because of this, as "ZX-Revю" itself received it from one of its readers, who "ripped" it from the Novosibirsk magazine "TELESHOW".
As an independent magazine not dependent on "INFOCOM", we decided to finally rectify the situation and make the game and its description (without which, to be honest, playing is somewhat uninteresting) available to our readers, not considering it plagiarism. We hope that if not veteran pilots, then at least pilot trainees and pilot interns will once again begin to navigate the expanses of all eight galaxies and revive the former glory of Earth pilots.
May the great power be with us.
Forward for the glory of Mother Earth!
All these stars are ours!
Long live the Galactic Federation!
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And now an introductory course on the political history of the Galactic Federation, founded by Earthlings in the year 579 of the Star Era (2540 AD):
The action of the game ELITE-3 takes place in the year 3192. The Galactic Federation still uses highly reliable orbital stations of the CORIOLIS type. But now they are equipped with advanced observation and identification means. This means that near the base, any kind of weapon can be used without hindrance to repel attacks from the Federation's enemies: Targons, pirates, and violators. Any ships, except for Targons and pirates, can be stationed at the bases, and hovering near the entrance, one can observe someone leaving the station and heading into hyperspace. Additionally, CORIOLIS always carries a fleet of police ships of the Viper type, which are ready to pounce on the heads of aggressors attacking the station or a peaceful ship at any moment.
In ELITE-3, there is a significantly greater approximation to the fantastic reality of this game. Unlike ELITE, in the new version, it is possible to witness firsthand how other ships interact and counteract, performing complex maneuvers in space, using lasers, missiles, and other equipment, just like you do. In the early stages, especially when flying to troubled planets, anarchic and feudal ones in particular, it makes sense to seek allies in space, and under no circumstances should you refuse police escort. It is also wise to exploit the disagreements that arise between various pirate clans and the greed of hunters, easily distracted by collecting wreckage and containers - to shake off the pursuit.
The use of an invisibility device is no longer a panacea - just like you do, other pilots try to hit the invisible enemy using a locator and an electronic missile guidance system, although the probability of hitting an invisible target is significantly lower.
In space, you can encounter all the old ships: Asp, Fer de Lance, Cobra, Python, Viper, Sidewinder, Adder, Krait, Tharsond. Additionally, new ships of the Gecko and Mamba classes have begun to be produced, and the Targons have adopted a new type of invasion ship - with six faces, which has received the conditional name Targoid-6 among hunters.
Stations, during technical maintenance, must equip all ships with new equipment. All Cobra-class ships, including yours, receive a new locator (activated by CAPS+L) and a modified compass (CAPS+C). The new locator is most useful in close combat and perfectly complements the old one. In interstellar space, the new compass automatically switches to gyroscopic mode and shows the cardinal directions N-S, W-E, corresponding to north-south and west-east on the galactic ecliptic plane map. The gyroscopic compass allows navigation in interstellar space and makes it possible to fly from one planetary system to another without hyperspace jumps, using the J-engine (key "J").
Within a planetary system, the new compass in mode 1 works as before, showing the direction to the planet; in mode 2, it alternately shows the direction to the star and the planet. In particular, this is very convenient and useful for quickly locating the asteroid belt, which usually starts at a considerable distance from the star.
Technological progress is unstoppable, and on level 15 planets, you can already buy a Super Laser (33,000 Cr). Additionally, at experimental dual stations located near stars in planetary systems lying on the main diagonal, it is possible to acquire a new ship Cobra MK4, but this will be discussed later in the section dedicated to new missions.
Some changes have also occurred in both internal and economic policy. Due to the impending large-scale invasion of the Targons, the Federation has decided to legalize arms trade - Firearms are no longer a prohibited item.
Police ships are inviolable. Destroying a police ship, as well as destroying an orbital station belonging to the Federation, turns you into violator number 1. In galaxies 2-8, such violators are met near planets by a police cordon.
As before, you may be assigned special missions: to rescue refugees from a station whose sun is turning into a Nova, to destroy an invisible ship, and to destroy a base captured by Targons. However, in addition to these three missions (which can be repeated multiple times in the new game), several new ones have been added.
Mission 4 - "Mineral Life".
In planetary systems on the main diagonal of the galaxy, in the asteroid belt, you can, while mining asteroids, pick up unusual objects - "mineral life". Each ton of rock containing "living crystals" can be sold for 1,000 Cr. However, there are special conditions for maintaining the viability of these capricious cosmic sheep. There must be at least 3 tons and no more than 63 tons, so they cannot be sold in quantities of 1 or 2 tons to one buyer.
At the moment of performing a hyperspace jump, they feed on precious stones from your safe, consuming 1 gram for each ton of living cargo. And if they lack a few carats of precious hay, your holds will end up with ordinary cheap rock. And in case of the death of this mineral life (for any reason), your ship's holds will be infected with crystalline leprosy, which will not allow you to turn your ship into a flying farm again until the holds are cleansed by rescuing refugees or delivering troops.
Mission 5 - "Alien Computer".
By destroying a Targon ship, you can pick up a container containing this device, which allows launching existing Alien Items instead of missiles. To launch, use the keys "D"+"F", but this type of weapon is only effective against Targons themselves.
It should be added that the Alien Computer also ensures the automatic return of launched Alien Items to the ship after destroying the target.
Mission 6 - "Cobra MK-4".
In planetary systems on the main diagonal of the galaxy near stars, there are paired "Coriolis" stations - these are experimental laboratories of the Federation. Upon approaching them, you are offered to buy a ship of the "Cobra MK-4" class.
However, reaching here is not easy. Numerous ships, mainly Asps and Geckos, engage in fierce battles here, and without an escort, Alien Items have no business there. It is advisable to get rid of the escort in time so that the "dual bases" do not mistake you for a hostile fleet. To purchase the new ship requires 230,000 Cr, but it is worth it! With the "Cobra MK-4", you can buy up to 4 devices at once. Moreover, purchasing 4 Large Cargo Bays increases the cargo capacity to 80 tons, while purchasing several Energy Units gives a corresponding increase in the recharge speed of energy compartments. On the Cobra MK-4, it is possible to fly to any galaxy - just press the galaxy number from 1 to 8 while the pre-launch countdown is in progress. Lasers on the new Cobra are mounted on a rotating mount, on the "hump" of the ship. At any moment, you can turn the mount clockwise (CAPS+A) and place the desired laser on the needed screen.
By pressing the J key, even in the presence of large masses nearby, a significant increase in speed and maneuverability of the Cobra MK-4 is achieved.
Mission 7 - "Space War".
For more than a century, the Targons have been preparing for war with civilized galaxies. Their fleets have roamed interstellar space, and only occasionally did their ships appear at the borders of planetary systems. Just recently, an armada of invasion ships attempted to capture a Federation orbital station again, but thanks to a brave commander, the base was blown up, and the threat of invasion was halted.
But the hour X has come, and the Targons begin a large-scale invasion of one of the galaxies. Each time you receive the message "MAYDAY!! Galactic N Invaded!", the area captured by the Targons increases. Planetary systems engaged in active combat are marked as RESISTING. Systems where resistance has been suppressed, and orbital stations have been captured by Targons, are marked as OCCUPIED. On occupied planets, the Targon fleet organizes a cordon when approaching the planets, and hyperspace jumps between fire-engulfed planets become dangerous. Interstellar space is filled with Targon fleets intercepting Federation ships.
You can remain a bystander, but if you are a true patriot of the Federation, you will certainly wish to join the ranks of its voluntary defenders.
This can be done on any warring but not yet occupied planet. You are assigned the rank of lieutenant and given your first mission - evacuating civilians, the wounded, and refugees from warring (RESISTING) systems. After the command decides that you have handled this task well, it promotes you to captain and assigns you the task of delivering weapons and food to the warring planets. By completing these first two missions, you will fly between warring and non-warring planets. You will frequently encounter both single Targons and entire fleets of interceptors. This will provide sufficient practice for subsequent missions.
When you finally receive the rank of major and the task of delivering troops to occupied territories, you must already be an experienced fighter to overcome the cordon of Targon ships and break through to the base they have captured. Taking aboard a troop ship of the Sidewinder type, you will have to reach the Targon base and deploy the troops. At this point, you cannot use the Alien Computer, as the cargo hold is occupied by the troop ship. You will also not be able to use missiles; instead, the troop ship will be launched.
Launching the troops should be done from as close a distance to the base as possible so that the Targons defending the base do not have time to shoot it down before teleportation through the station's force field. Immediately after successfully landing the troops, you can teleport to the station yourself by activating the Docking Computer; the base is already under Federation control. The deeper into Targon territory you manage to land the troops, the more occupied planets will come under Targon control.
The last mission offered to you with the rank of colonel consists of finding the Targon command base, located somewhere in the depths of space. The headquarters will only be able to provide you with an approximate name of the planetary system, which is several light-years away from this base. The same task is given to all pilots who join voluntarily. In principle, the outcome of the war is already predetermined; civilized galaxies are safe once again.
It should be noted that volunteers fight in their own ships, which they arm with their own savings. However, they largely remain independent in choosing routes, actions, etc.
Happy gaming!
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Now about the hardware requirements of the program. The only limitation is the TR-DOS version - the program can work normally on versions 5.03 or 5.04, or similar.
There are no memory limitations! If your computer has more than 48K of memory, the entire program is loaded into memory all at once. If it has 48K, then when working with state files, disk procedures will be loaded as needed.
Now a little description "a la edition". Since a fairly detailed description of the game spans more than a hundred pages, we will not touch on well-known facts, such as "how to play? what and when is better to do?" We will only describe what is rarely mentioned.
For those who have just received their pilot's licenses and permission to engage in individual military sabotage activities, here are some additional control keys (there are few main ones, and figuring them out is a piece of cake):
CAPS SHIFT - additional game setting key mode (your settings in the state file are not saved):
SPACE - continue the game:
Y - invert up/down keys:
F - enable/disable search and interception mode in hyperspace for Targon ships;
D - enable/disable rotation fixing of the ship:
S - enable/disable sound:
B - enable/disable full inversion of controls:
Q - interrupt the current game:
R - enable/disable inertial control mode for the ship; if this mode is enabled, control becomes more realistic but also more difficult:
K - switch control between keyboard/CURSOR JOYSTICK;
C - change the compass working mode:
"planet"/"planet-star":
L - enable/disable short-range radar:
A - rotate the laser mount on Cobra MK-4.
T - prepare a missile for launch, enabling the self-guidance and target acquisition mode.
U - remove the missile from launch.
F - launch the missile after target acquisition.
W - explode the energy bomb (if you have one).
E - activate the anti-missile system - ECM.
Q - eject the escape capsule.
The disk menu, as before, is called by the SYMBOL SHIFT key while at the station. At the top, you will be presented with a line:
1 - LOAD 2 - SAVE 3 - CAT. 4 - DEMO
And in the middle of the screen - the names of the state files available on the disk. Using the S, X, N, M keys, you can select the desired file or/and using keys 1 - 4 the desired operation.
Now, like any normal soldiers, let's study the silhouettes and TTX (tactical and technical characteristics) of the ships of potential enemies, with no scale adhered to. Let’s state right away that some details were taken from the book "Best Games ZX-SPECTRUM" published in St. Petersburg.
Cobra MK-3.
Year of development:
3100.

Dimensions:

65/30/30 feet.

Cargo capacity:

20/35 tons.

Beam weapon:

Ingram beam laser.

Missiles:

Lance&Ferman systems.

Speed:

0.3 light.
Crew: 1 - 2 people.
Maneuverability coefficient: 8.
Hyperspace drive: yes.
Note: Equipped with separate generators for bow and stern protective fields. Can carry up to 4 laser weapons. Most popular among independent traders.
Fer-de-lance.
Year of development:
3100.
Dimensions:
85/20/45 feet.
Cargo capacity:
2 tons.
Beam weapon:
Ergon combat laser.
Missiles:
IFS systems.
Speed:
0.3 light.
Crew: 1 - 2 people.
Maneuverability coefficient: 5.
Hyperspace drive: yes.
Note: Equipped with Fuel scoops and fully independent, equipped with the most advanced navigation and weapon systems. Widely used by bounty hunters.
Krait.
Year of development:
3027.
Dimensions:
80/20/90 feet.

Cargo capacity:

10 tons.

Beam weapon:

Ergon combat laser.

Missiles:

none.

Speed:
0.3 light.
Crew: 1 person.
Maneuverability coefficient: 8.
Hyperspace drive: no.
Note: Small, reliable, and maneuverable single-seat fighter.
Sidewinder scout ship.
Year of development:
2982.
Dimensions:
35/15/65 feet.

Cargo capacity:

none.

Beam weapon:

paired laser cannon.

Missiles:

Lance&Ferman systems.
Speed:
0.37 light.
Crew: 1 person.
Maneuverability coefficient: 9.
Hyperspace drive: no.
Note: Developed for the Intergalactic Armed Forces as a multi-purpose support ship. Widely used for atmospheric reconnaissance and for air-space support of ground forces.
Adder.
Year of development:
2914.
Dimensions:
45/8/30 feet.
Cargo capacity:
2 tons.
Beam weapon:
Ingram beam laser.
Missiles:
Gerет Starseeker systems.
Speed: 0.24 light.
Crew: 2 people.
Maneuverability coefficient: 4.
Hyperspace drive: yes.
Note: The ship is developed and produced by a company that does not have a license. Its headquarters and main production location are unknown. Equipped with wings of variable geometry and can descend to the surfaces of planets.
Asp MK-2.
Year of development: 2878.
Dimensions:
70/20/65 feet.
Cargo capacity:
none.
Beam weapon:
Hassoni-Kruger laser.
Missiles:
Gerет Starseeker systems.
Speed: 0.4 light.
Crew: 2 people.
Maneuverability coefficient: 4.
Hyperspace drive: yes.
Note: The main combat unit of the galactic fleet, designed for reconnaissance operations and escorting capable ships.
Viper.
Year of development: 2762.
Dimensions:
55/80/55 feet.
Payload capacity:
none.
Beam weapon:
pulsing laser.
Missiles:
Lance&Ferman systems.
Speed: 0.32 light.
Crew: 1 person.
Maneuverability coefficient: 7.4.
Hyperspace drive: no.
Note: Small highly maneuverable interceptor fighter. Made on order for the police for patrolling. Also used in the armed forces for escorting capable ships. Can accommodate up to 10 passengers if necessary.
Python.
Year of development:
2700.
Dimensions:
130/40/80 feet.
Payload capacity:
100 tons.
Beam weapon:
pulsing laser.
Missiles:
none.
Speed:
0.2 light.
Crew: 20 - 30 people.
Maneuverability coefficient: 3.
Hyperspace drive: yes.
Note: One of the largest cargo ships. Low speed and poor maneuverability are compensated by powerful shield systems and laser.
Mamba.
Year of development: 3190.
Dimensions:
45/8/30 feet.
Payload capacity:
2 tons.
Beam weapon:
combat laser Ergon.
Missiles:
IFS systems.
Speed: 0.37 light.
Crew: 2 people.
Maneuverability coefficient: 9.
Hyperspace drive: yes.
Note: Experimental ship. Client and manufacturer unknown.
Gecko.
Year of development: 3190.
Dimensions:
70/20/65 feet.
Payload capacity:
no data.
Beam weapon:
Hassoni-Kruger laser.
Missiles:
Gerets Starseeker systems.
Speed: 0.4 light.
Crew: 2 people.
Maneuverability coefficient: 9.
Hyperspace drive: yes.
Note: The ship is developed and produced by a company that does not have a license. The location of its headquarters and main production is unknown.
Targoid invasion ship.
Year of development:
no data.
Dimensions:
180/40/180 feet.
Payload capacity:
no data.
Beam weapon:
various.
Missiles:
various.
Speed:
0.2 light.
Crew: 150 units.
Maneuverability coefficient: 6.
Hyperspace drive: no.
Note: For its dimensions, it has extremely high speed and maneuverability. It is equipped with a powerful ECM system developed at Taprone. It serves as the base ship for a remote-controlled fighter squadron.
Targon-6.
Year of development:
presumably 3190.
Dimensions:
180/40/180 feet.
Payload capacity:
no data.
Beam weapon:
no data.
Missiles:
no data.
Speed:
0.3 light.
Crew: no data.
Maneuverability coefficient: 6.5.
Hyperspace drive: yes.
Note: A new invasion ship developed by the Targons. Apparently developed during the war with the Federation. Information about it is fragmentary, as there have been no serious confrontations with Federation forces so far.
P.S.
The picture you saw at the beginning was drawn in ancient times by the Samara artist DRACULA INC., who is currently working at IBM.
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Contents of the publication: Oberon #02
- Introduction
Introduction to the second issue of Oberon magazine, with insights into its delays and team expansion. The editorial team acknowledges past misunderstandings and introduces the new issue's contributors. Details on distribution, contributions, and user interaction features are provided.
- Scroll - Alex Noman
Game manual for 'Peking', detailing controls, menu options, and gameplay strategy, involving matching pairs of crates under time constraints.
- Scroll
Empire 128 is a strategic space game where players act as merchants dealing with an alien invasion. Gameplay involves trading, mission completion, and space exploration. The game requires 128K memory and offers both disk and RAM save options.
- Scroll
Description of various space ships, including their specifications, weapon systems, and purposes. Each model differs in speed, armament, and functionality. Includes notes on origins and uses.
- Review
Review of ZX Spectrum games and tools: Double Xinox 128 offers a modern twist on Xonix with 80 levels and new challenges. UFO 2: Terror in the Deep has multiple versions with improvements and issues noted. Shadow Dancer for ZX Spectrum shows graphical evolution but maintains classic gameplay elements.
- Review - Unbeliever
Analysis of the 1996 ENLIGHT demo competition in St. Petersburg, evaluating participants and results across platforms. Highlights the achievements and critiques of notable entries. Provides insights into the dynamics of the competition and perspectives on the ZX Spectrum demos.
- Our Response
Reader feedback and editor's response regarding magazine content, the need for more graphics, and the state of local Samara software distribution.
- About Everything
Critique of Sinclair software quality, concerns about poor programming affecting computer lifespan, and commentary on CODE BUSTERS group's practices.
- Educational Program - Paul Atrides
An in-depth examination of the eight essential stages of software development, from defining technical requirements to testing and distribution. The article provides insights into the necessity of each stage and critiques poorly executed examples. It emphasizes the importance of systematic programming for both commercial and personal software projects.
- Hardware
The article discusses synchronization issues in various Spectrum models and provides a circuit solution to correct INT signal delays for improved graphics performance.
- Announcement - M.M.A
Introduction of new column highlighting Samara programmers' works, detailing projects like ZX-WINWORD, UNRECOGNIZED FORMATTING OBJECT, and DESIGNER ANALYSIS FUNCTIONS. ZX-WINWORD aims to be a publishing system for Spectrum, while U.F.O. offers advanced disk copying. DESIGNER ANALYSIS FUNCTIONS aids in mathematical graphing and function analysis.
- Programming - Unbeliever
A humorous narrative featuring Stirlitz, a fictional intelligence officer, in absurd and surreal situations involving Gestapo, programming, and secret plans.
- Pogurammim - Unbeliever
A humorous and fictional narrative involving Shtrilitz's spy adventures during a covert operation with many unexpected turns and satire.
- Advertisement
Advertisement for electronics and components store offering used equipment, software, and literature.